Fixat med ljus

This commit is contained in:
Tobias Dahl
2014-03-13 03:52:19 +01:00
parent 7991efedf8
commit 461a039d87
8 changed files with 53 additions and 29 deletions
+13 -13
View File
@@ -34,12 +34,10 @@ void GameWorld::Initialize()
// Fucking lights
ent = CreateEntity();
transform = AddComponent<Components::Transform>(ent, "Transform");
transform->Position = glm::vec3(0.f, 4.f, 0.f);
transform->Position = glm::vec3(10.f, 2.f, 5.f);
transform->Position = glm::vec3(0.f, 7.f, 0.f);
pointLight = AddComponent<Components::PointLight>(ent, "PointLight");
pointLight->Specular = glm::vec3(1.0, 1.0, 1.0);
pointLight->Diffuse = glm::vec3(1.0, 1.0, 1.0);
pointLight->Diffuse = glm::vec3(1.0, 1.0, 5.0);
pointLight->Diffuse = glm::vec3(0.0, 0.0, 5.0);
pointLight->constantAttenuation = 0.f;
pointLight->linearAttenuation = 1.f;
pointLight->quadraticAttenuation = 0.f;
@@ -48,13 +46,10 @@ void GameWorld::Initialize()
model->ModelFile = "Models/sphere.obj";
ent = CreateEntity();
transform = AddComponent<Components::Transform>(ent, "Transform");
transform->Position = glm::vec3(10.f, 4.f, 0.f);
transform->Position = glm::vec3(0.f, 2.f, 5.f);
transform->Position = glm::vec3(10.f, 7.f, 0.f);
pointLight = AddComponent<Components::PointLight>(ent, "PointLight");
pointLight->Specular = glm::vec3(1.0, 1.0, 1.0);
pointLight->Diffuse = glm::vec3(1.0, 1.0, 1.0);
pointLight->Specular = glm::vec3(3.0, 3.0, 3.0);
pointLight->Diffuse = glm::vec3(3.0, 0.0, 0.0);
pointLight->Diffuse = glm::vec3(0.0, 5.0, 0.0);
pointLight->constantAttenuation = 0.f;
pointLight->linearAttenuation = 1.f;
pointLight->quadraticAttenuation = 0.f;
@@ -63,12 +58,10 @@ void GameWorld::Initialize()
model->ModelFile = "Models/sphere.obj";
ent = CreateEntity();
transform = AddComponent<Components::Transform>(ent, "Transform");
transform->Position = glm::vec3(0.f, -4.f, 0.f);
transform->Position = glm::vec3(-10.f, 2.f, 5.f);
transform->Position = glm::vec3(-10.f, 7.f, 0.f);
pointLight = AddComponent<Components::PointLight>(ent, "PointLight");
pointLight->Specular = glm::vec3(1.0, 1.0, 1.0);
pointLight->Diffuse = glm::vec3(1.0, 1.0, 1.0);
pointLight->Diffuse = glm::vec3(0.0, 3.0, 0.0);
pointLight->Diffuse = glm::vec3(5.0, 0.0, 0.0);
pointLight->constantAttenuation = 0.f;
pointLight->linearAttenuation = 1.f;
pointLight->quadraticAttenuation = 0.f;
@@ -91,6 +84,13 @@ void GameWorld::Initialize()
transform->Scale = glm::vec3(1.0f);
model = AddComponent<Components::Model>(m_Player, "Model");
model->ModelFile = "Models/ship.obj";
pointLight = AddComponent<Components::PointLight>(m_Player, "PointLight");
pointLight->Specular = glm::vec3(1.0, 1.0, 1.0);
pointLight->Diffuse = glm::vec3(5.0, 0.0, 0.0);
pointLight->constantAttenuation = 0.f;
pointLight->linearAttenuation = 1.f;
pointLight->quadraticAttenuation = 0.f;
pointLight->spotExponent = 0.0f;
AddComponent<Components::Input>(m_Player, "Input");
auto bounds = AddComponent<Components::Bounds>(m_Player, "Bounds");
bounds->Origin = glm::vec3(0.f, 0.f, 2.f);
+24 -10
View File
@@ -9,6 +9,7 @@ Renderer::Renderer()
m_SunPosition = glm::vec3(0, 10, 10);
m_SunTarget = glm::vec3(0, 0, 0);
m_SunProjection = glm::ortho<float>(-20, 20, -20, 20, -10, 20);
Lights = 512;
}
void Renderer::Initialize()
@@ -138,12 +139,12 @@ void Renderer::Draw(double dt)
glBindVertexArray(m_DebugAABB);
glDrawArrays(GL_LINES, 0, 24);
}
AABBsToRender.clear();
#endif
DrawDebugShadowMap();
ModelsToRender.clear();
ClearStuff();
glfwSwapBuffers(m_Window);
}
@@ -177,13 +178,13 @@ void Renderer::DrawScene()
m_ShaderProgram.Bind();
glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "DepthMVP"), 1, GL_FALSE, glm::value_ptr(depthBiasMVP));
glUniform3fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "position"), 3, Light_position.data());
glUniform3fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "specular"), 3, Light_specular.data());
glUniform3fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "diffuse"), 3, Light_diffuse.data());
glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "constantAttenuation"), 3, Light_constantAttenuation.data());
glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "linearAttenuation"), 3, Light_linearAttenuation.data());
glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "quadraticAttenuation"), 3, Light_quadraticAttenuation.data());
glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "spotExponent"), 3, Light_spotExponent.data());
glUniform3fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "position"), Lights, Light_position.data());
glUniform3fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "specular"), Lights, Light_specular.data());
glUniform3fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "diffuse"), Lights, Light_diffuse.data());
glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "constantAttenuation"), Lights, Light_constantAttenuation.data());
glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "linearAttenuation"), Lights, Light_linearAttenuation.data());
glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "quadraticAttenuation"), Lights, Light_quadraticAttenuation.data());
glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "spotExponent"), Lights, Light_spotExponent.data());
if (m_DrawWireframe) {
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
}
@@ -315,7 +316,7 @@ void Renderer::AddPointLightToDraw(
Light_linearAttenuation.push_back(_linearAttenuation);
Light_quadraticAttenuation.push_back(_quadraticAttenuation);
Light_spotExponent.push_back(_spotExponent);
Lights = Light_constantAttenuation.size();
}
GLuint Renderer::CreateQuad()
@@ -417,3 +418,16 @@ void Renderer::AddAABBToDraw(glm::vec3 origin, glm::vec3 volumeVector)
model *= glm::scale(volumeVector);
AABBsToRender.push_back(model);
}
void Renderer::ClearStuff()
{
AABBsToRender.clear();
ModelsToRender.clear();
Light_position.clear();
Light_specular.clear();
Light_diffuse.clear();
Light_constantAttenuation.clear();
Light_linearAttenuation.clear();
Light_quadraticAttenuation.clear();
Light_spotExponent.clear();
}
+2
View File
@@ -29,6 +29,7 @@ public:
glm::mat4 projectionMatrix;
int HEIGHT, WIDTH;
float Lights;
struct ModelData
{
@@ -102,6 +103,7 @@ private:
ShaderProgram m_ShaderProgramShadowsDrawDepth;
ShaderProgram m_ShaderProgramDebugAABB;
void ClearStuff();
void DrawScene();
void DrawModels(ShaderProgram &shader);
void DrawShadowMap();
+1 -1
View File
@@ -6,7 +6,7 @@ uniform mat4 view;
layout(binding=0) uniform sampler2D texture0;
layout(binding=1) uniform sampler2D shadowMap;
const int numberOfLights = 3;
const int numberOfLights = 128;
uniform vec3 position[numberOfLights];
uniform vec3 specular[numberOfLights];
@@ -24,6 +24,7 @@ void Systems::LevelGenerationSystem::SpawnObstacle()
bounds = m_World->AddComponent<Components::Bounds>(ent, "Bounds");
collision = m_World->AddComponent<Components::Collision>(ent, "Collision");
model = m_World->AddComponent<Components::Model>(ent, "Model");
//pointLight = m_World->AddComponent<Components::PointLight>(ent, "PointLight");
positionRandom = -500 + (rand() % 1000);
@@ -47,6 +48,13 @@ void Systems::LevelGenerationSystem::SpawnObstacle()
transform->Position = glm::vec3( positionRandom, startyz); // fix position
bounds->VolumeVector = glm::vec3(1, 1, 1);
bounds->Origin = glm::vec3(0,1,0);
// pointLight->Specular = glm::vec3(1.0, 1.0, 1.0);
// pointLight->Diffuse = glm::vec3(1.0, 1.0, 1.0);
// pointLight->Diffuse = glm::vec3(0.0, 3.0, 0.0);
// pointLight->constantAttenuation = 0.f;
// pointLight->linearAttenuation = 1.f;
// pointLight->quadraticAttenuation = 0.f;
// pointLight->spotExponent = 0.0f;
model->ModelFile = "Models/obstacle_cube_1.obj";
break;
@@ -7,6 +7,7 @@
#include "Components/Bounds.h"
#include "Components/Collision.h"
#include "Components/Model.h"
#include "Components/PointLight.h"
namespace Systems
@@ -34,6 +35,7 @@ namespace Systems
std::shared_ptr<Components::Bounds> bounds;
std::shared_ptr<Components::Collision> collision;
std::shared_ptr<Components::Model> model;
std::shared_ptr<Components::PointLight> pointLight;
};
}
+1 -3
View File
@@ -3,6 +3,7 @@
Systems::PlayerSystem::PlayerSystem( World* world ) : System(world)
{
speed = 20;
}
void Systems::PlayerSystem::Update(double dt)
@@ -18,8 +19,6 @@ void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID pa
if (input == nullptr)
return;
float speed = 20.0f;
auto name = m_World->GetProperty<std::string>(entity, "Name");
if (name == "Camera") {
@@ -60,7 +59,6 @@ void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID pa
// TOUCHING THIS CODE MIGHT COUSE THE UNIVERSE TO IMPLODE, ALSO DRAGONS
}
}
name = m_World->GetProperty<std::string>(entity, "Name");
if (name == "PlayerShip")
{
+1 -1
View File
@@ -20,7 +20,7 @@ namespace Systems
void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
private:
float speed;
};
}